<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE html>
<html lang="en">
<head>
  <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<!-- qsgimagenode.cpp -->
  <title>QSGImageNode 类 | Qt Quick 5.12.3</title>
  <link rel="stylesheet" type="text/css" href="style/offline-simple.css" />
  <script type="text/javascript">
    document.getElementsByTagName("link").item(0).setAttribute("href", "style/offline.css");
    // loading style sheet breaks anchors that were jumped to before
    // so force jumping to anchor again
    setTimeout(function() {
        var anchor = location.hash;
        // need to jump to different anchor first (e.g. none)
        location.hash = "#";
        setTimeout(function() {
            location.hash = anchor;
        }, 0);
    }, 0);
  </script>
</head>
<body>
<div class="header" id="qtdocheader">
  <div class="main">
    <div class="main-rounded">
      <div class="navigationbar">
        <table><tr>
<td ><a href="../qtdoc/index.html">Qt 5.12</a></td><td ><a href="qtquick-index.html">Qt Quick 模块</a></td><td ><a href="qtquick-module.html">C++ 类</a></td><td >QSGImageNode</td></tr></table><table class="buildversion"><tr>
<td id="buildversion" width="100%" align="right"><a href="qtquick-index.html">Qt 5.12.3 参考指南</a></td>
        </tr></table>
      </div>
    </div>
<div class="content">
<div class="line">
<div class="content mainContent">
<div class="sidebar">
<div class="toc">
<h3><a name="toc">目录</a></h3>
<ul>
<li class="level1"><a href="#public-types">公用类型</a></li>
<li class="level1"><a href="#public-functions">公用函数</a></li>
<li class="level1"><a href="#static-public-members">静态公用成员</a></li>
<li class="level1"><a href="#details">详细信息</a></li>
</ul>
</div>
<div class="sidebar-content" id="sidebar-content"></div></div>
<h1 class="title">QSGImageNode 类</h1>
<!-- $$$QSGImageNode-brief -->
<p>The <a href="qsgimagenode.html">QSGImageNode</a> class is provided for convenience to easily draw textured content using the QML scene graph. <a href="#details">更多...</a></p>
<!-- @@@QSGImageNode -->
<div class="table"><table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign">头文件：</td><td class="memItemRight bottomAlign">   <span class="preprocessor">#include &lt;QSGImageNode&gt;</span>
</td></tr><tr><td class="memItemLeft rightAlign topAlign"> qmake:</td><td class="memItemRight bottomAlign"> QT += quick</td></tr><tr><td class="memItemLeft rightAlign topAlign"> Since:</td><td class="memItemRight bottomAlign">  Qt 5.8</td></tr><tr><td class="memItemLeft rightAlign topAlign">继承自：</td><td class="memItemRight bottomAlign"> <a href="qsggeometrynode.html">QSGGeometryNode</a></td></tr></table></div><ul>
<li><a href="qsgimagenode-members.html">所有成员的列表，包括继承成员</a></li>
</ul>
<a name="public-types"></a>
<h2 id="public-types">公用类型</h2>
<div class="table"><table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign"> enum </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#TextureCoordinatesTransformFlag-enum">TextureCoordinatesTransformFlag</a></b> { NoTransform, MirrorHorizontally, MirrorVertically }</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> flags </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#TextureCoordinatesTransformFlag-enum">TextureCoordinatesTransformMode</a></b></td></tr>
</table></div>
<a name="public-functions"></a>
<h2 id="public-functions">公用函数</h2>
<div class="table"><table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign"> virtual </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#dtor.QSGImageNode">~QSGImageNode</a></b>() override</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QSGTexture::Filtering </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#filtering">filtering</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QSGTexture::Filtering </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#mipmapFiltering">mipmapFiltering</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual bool </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#ownsTexture">ownsTexture</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QRectF </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#rect">rect</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#setFiltering">setFiltering</a></b>(QSGTexture::Filtering <i>filtering</i>) = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#setMipmapFiltering">setMipmapFiltering</a></b>(QSGTexture::Filtering <i>filtering</i>) = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#setOwnsTexture">setOwnsTexture</a></b>(bool <i>owns</i>) = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#setRect">setRect</a></b>(const QRectF &amp;<i>rect</i>) = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#setRect-1">setRect</a></b>(qreal <i>x</i>, qreal <i>y</i>, qreal <i>w</i>, qreal <i>h</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#setSourceRect">setSourceRect</a></b>(const QRectF &amp;<i>rect</i>) = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#setSourceRect-1">setSourceRect</a></b>(qreal <i>x</i>, qreal <i>y</i>, qreal <i>w</i>, qreal <i>h</i>)</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#setTexture">setTexture</a></b>(QSGTexture *<i>texture</i>) = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#setTextureCoordinatesTransform">setTextureCoordinatesTransform</a></b>(QSGImageNode::TextureCoordinatesTransformMode <i>mode</i>) = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QRectF </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#sourceRect">sourceRect</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QSGTexture *</td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#texture">texture</a></b>() const = 0</td></tr>
<tr><td class="memItemLeft rightAlign topAlign"> virtual QSGImageNode::TextureCoordinatesTransformMode </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#textureCoordinatesTransform">textureCoordinatesTransform</a></b>() const = 0</td></tr>
</table></div>
<ul>
<li class="fn">4 个公用函数继承自<a href="qsggeometrynode.html#public-functions">QSGGeometryNode</a></li>
<li class="fn">3 个公用函数继承自<a href="qsgbasicgeometrynode.html#public-functions">QSGBasicGeometryNode</a></li>
<li class="fn">20 个公用函数继承自<a href="qsgnode.html#public-functions">QSGNode</a></li>
</ul>
<a name="static-public-members"></a>
<h2 id="static-public-members">静态公用成员</h2>
<div class="table"><table class="alignedsummary">
<tr><td class="memItemLeft rightAlign topAlign"> void </td><td class="memItemRight bottomAlign"><b><a href="qsgimagenode.html#rebuildGeometry">rebuildGeometry</a></b>(QSGGeometry *<i>g</i>, QSGTexture *<i>texture</i>, const QRectF &amp;<i>rect</i>, QRectF <i>sourceRect</i>, QSGImageNode::TextureCoordinatesTransformMode <i>texCoordMode</i>)</td></tr>
</table></div>
<a name="details"></a>
<!-- $$$QSGImageNode-description -->
<div class="descr">
<h2 id="details">详细信息</h2>
<p>The <a href="qsgimagenode.html">QSGImageNode</a> class is provided for convenience to easily draw textured content using the QML scene graph.</p>
<p><b>Warning:</b> The image node class must have a texture before being added to the scene graph to be rendered.</p>
</div>
<!-- @@@QSGImageNode -->
<div class="types">
<h2>成员类型文档</h2>
<!-- $$$TextureCoordinatesTransformFlag$$$NoTransform$$$MirrorHorizontally$$$MirrorVertically -->
<h3 class="flags" id="TextureCoordinatesTransformFlag-enum"><a name="TextureCoordinatesTransformFlag-enum"></a>enum QSGImageNode::<span class="name">TextureCoordinatesTransformFlag</span><br/>flags QSGImageNode::<span class="name">TextureCoordinatesTransformMode</span></h3>
<p>The TextureCoordinatesTransformFlag enum is used to specify the mode used to generate texture coordinates for a textured quad.</p>
<div class="table"><table class="valuelist"><tr valign="top" class="odd"><th class="tblConst">Constant</th><th class="tblval">Value</th><th class="tbldscr">Description</th></tr>
<tr><td class="topAlign"><code>QSGImageNode::NoTransform</code></td><td class="topAlign tblval"><code>0x00</code></td><td class="topAlign">Texture coordinates are oriented with window coordinates i.e&#x2e; with origin at top-left.</td></tr>
<tr><td class="topAlign"><code>QSGImageNode::MirrorHorizontally</code></td><td class="topAlign tblval"><code>0x01</code></td><td class="topAlign">Texture coordinates are inverted in the horizontal axis with respect to window coordinates</td></tr>
<tr><td class="topAlign"><code>QSGImageNode::MirrorVertically</code></td><td class="topAlign tblval"><code>0x02</code></td><td class="topAlign">Texture coordinates are inverted in the vertical axis with respect to window coordinates</td></tr>
</table></div>
<p>The TextureCoordinatesTransformMode type is a typedef for <a href="../qtcore/qflags.html">QFlags</a>&lt;TextureCoordinatesTransformFlag&gt;. It stores an OR combination of TextureCoordinatesTransformFlag values.</p>
<!-- @@@TextureCoordinatesTransformFlag -->
</div>
<div class="func">
<h2>成员函数文档</h2>
<!-- $$$~QSGImageNode[overload1]$$$~QSGImageNode -->
<h3 class="fn" id="dtor.QSGImageNode"><a name="dtor.QSGImageNode"></a><code>[override virtual] </code>QSGImageNode::<span class="name">~QSGImageNode</span>()</h3>
<p>Destroys the instance of QSGImageNode. The destructor is virtual.</p><!-- @@@~QSGImageNode -->
<!-- $$$filtering[overload1]$$$filtering -->
<h3 class="fn" id="filtering"><a name="filtering"></a><code>[pure virtual] </code><span class="type"><a href="qsgtexture.html#Filtering-enum">QSGTexture::Filtering</a></span> QSGImageNode::<span class="name">filtering</span>() const</h3>
<p>Returns the filtering for this image node.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#setFiltering">setFiltering</a>()。</p>
<!-- @@@filtering -->
<!-- $$$mipmapFiltering[overload1]$$$mipmapFiltering -->
<h3 class="fn" id="mipmapFiltering"><a name="mipmapFiltering"></a><code>[pure virtual] </code><span class="type"><a href="qsgtexture.html#Filtering-enum">QSGTexture::Filtering</a></span> QSGImageNode::<span class="name">mipmapFiltering</span>() const</h3>
<p>Returns the mipmap filtering for this image node.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#setMipmapFiltering">setMipmapFiltering</a>()。</p>
<!-- @@@mipmapFiltering -->
<!-- $$$ownsTexture[overload1]$$$ownsTexture -->
<h3 class="fn" id="ownsTexture"><a name="ownsTexture"></a><code>[pure virtual] </code><span class="type">bool</span> QSGImageNode::<span class="name">ownsTexture</span>() const</h3>
<p>Returns <code>true</code> if the node takes ownership of the texture; otherwise <code>false</code>.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#setOwnsTexture">setOwnsTexture</a>()。</p>
<!-- @@@ownsTexture -->
<!-- $$$rebuildGeometry[overload1]$$$rebuildGeometryQSGGeometry*QSGTexture*constQRectF&QRectFQSGImageNode::TextureCoordinatesTransformMode -->
<h3 class="fn" id="rebuildGeometry"><a name="rebuildGeometry"></a><code>[static] </code><span class="type">void</span> QSGImageNode::<span class="name">rebuildGeometry</span>(<span class="type"><a href="qsggeometry.html">QSGGeometry</a></span> *<i>g</i>, <span class="type"><a href="qsgtexture.html">QSGTexture</a></span> *<i>texture</i>, const <span class="type"><a href="../qtcore/qrectf.html">QRectF</a></span> &amp;<i>rect</i>, <span class="type"><a href="../qtcore/qrectf.html">QRectF</a></span> <i>sourceRect</i>, <span class="type"><a href="qsgimagenode.html#TextureCoordinatesTransformFlag-enum">QSGImageNode::TextureCoordinatesTransformMode</a></span> <i>texCoordMode</i>)</h3>
<p>Updates the geometry <i>g</i> with the <i>texture</i>, the coordinates in <i>rect</i>, and the texture coordinates from <i>sourceRect</i>.</p>
<p><i>g</i> is assumed to be a triangle strip of four vertices of type <a href="qsggeometry-texturedpoint2d.html">QSGGeometry::TexturedPoint2D</a>.</p>
<p><i>texCoordMode</i> is used for normalizing the <i>sourceRect</i>.</p>
<!-- @@@rebuildGeometry -->
<!-- $$$rect[overload1]$$$rect -->
<h3 class="fn" id="rect"><a name="rect"></a><code>[pure virtual] </code><span class="type"><a href="../qtcore/qrectf.html">QRectF</a></span> QSGImageNode::<span class="name">rect</span>() const</h3>
<p>Returns the target rect of this image node.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#setRect">setRect</a>()。</p>
<!-- @@@rect -->
<!-- $$$setFiltering[overload1]$$$setFilteringQSGTexture::Filtering -->
<h3 class="fn" id="setFiltering"><a name="setFiltering"></a><code>[pure virtual] </code><span class="type">void</span> QSGImageNode::<span class="name">setFiltering</span>(<span class="type"><a href="qsgtexture.html#Filtering-enum">QSGTexture::Filtering</a></span> <i>filtering</i>)</h3>
<p>Sets the filtering to be used for this image node to <i>filtering</i>.</p>
<p>For smooth scaling, use <a href="qsgtexture.html#Filtering-enum">QSGTexture::Linear</a>. For normal scaling, use <a href="qsgtexture.html#Filtering-enum">QSGTexture::Nearest</a>.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#filtering">filtering</a>()。</p>
<!-- @@@setFiltering -->
<!-- $$$setMipmapFiltering[overload1]$$$setMipmapFilteringQSGTexture::Filtering -->
<h3 class="fn" id="setMipmapFiltering"><a name="setMipmapFiltering"></a><code>[pure virtual] </code><span class="type">void</span> QSGImageNode::<span class="name">setMipmapFiltering</span>(<span class="type"><a href="qsgtexture.html#Filtering-enum">QSGTexture::Filtering</a></span> <i>filtering</i>)</h3>
<p>Sets the mipmap filtering to be used for this image node to <i>filtering</i>.</p>
<p>For smooth scaling between mip maps, use <a href="qsgtexture.html#Filtering-enum">QSGTexture::Linear</a>. For normal scaling, use <a href="qsgtexture.html#Filtering-enum">QSGTexture::Nearest</a>.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#mipmapFiltering">mipmapFiltering</a>()。</p>
<!-- @@@setMipmapFiltering -->
<!-- $$$setOwnsTexture[overload1]$$$setOwnsTexturebool -->
<h3 class="fn" id="setOwnsTexture"><a name="setOwnsTexture"></a><code>[pure virtual] </code><span class="type">void</span> QSGImageNode::<span class="name">setOwnsTexture</span>(<span class="type">bool</span> <i>owns</i>)</h3>
<p>Sets whether the node takes ownership of the texture to <i>owns</i>.</p>
<p>By default, the node does not take ownership of the texture.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#ownsTexture">ownsTexture</a>()。</p>
<!-- @@@setOwnsTexture -->
<!-- $$$setRect[overload1]$$$setRectconstQRectF& -->
<h3 class="fn" id="setRect"><a name="setRect"></a><code>[pure virtual] </code><span class="type">void</span> QSGImageNode::<span class="name">setRect</span>(const <span class="type"><a href="../qtcore/qrectf.html">QRectF</a></span> &amp;<i>rect</i>)</h3>
<p>Sets the target rect of this image node to <i>rect</i>.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#rect">rect</a>()。</p>
<!-- @@@setRect -->
<!-- $$$setRect$$$setRectqrealqrealqrealqreal -->
<h3 class="fn" id="setRect-1"><a name="setRect-1"></a><span class="type">void</span> QSGImageNode::<span class="name">setRect</span>(<span class="type"><a href="../qtcore/qtglobal.html#qreal-typedef">qreal</a></span> <i>x</i>, <span class="type"><a href="../qtcore/qtglobal.html#qreal-typedef">qreal</a></span> <i>y</i>, <span class="type"><a href="../qtcore/qtglobal.html#qreal-typedef">qreal</a></span> <i>w</i>, <span class="type"><a href="../qtcore/qtglobal.html#qreal-typedef">qreal</a></span> <i>h</i>)</h3>
<p>这是一个重载函数。</p>
<p>Sets the rectangle of this image node to begin at (<i>x</i>, <i>y</i>) and have width <i>w</i> and height <i>h</i>.</p>
<!-- @@@setRect -->
<!-- $$$setSourceRect[overload1]$$$setSourceRectconstQRectF& -->
<h3 class="fn" id="setSourceRect"><a name="setSourceRect"></a><code>[pure virtual] </code><span class="type">void</span> QSGImageNode::<span class="name">setSourceRect</span>(const <span class="type"><a href="../qtcore/qrectf.html">QRectF</a></span> &amp;<i>rect</i>)</h3>
<p>Sets the source rect of this image node to <i>rect</i>.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#sourceRect">sourceRect</a>()。</p>
<!-- @@@setSourceRect -->
<!-- $$$setSourceRect$$$setSourceRectqrealqrealqrealqreal -->
<h3 class="fn" id="setSourceRect-1"><a name="setSourceRect-1"></a><span class="type">void</span> QSGImageNode::<span class="name">setSourceRect</span>(<span class="type"><a href="../qtcore/qtglobal.html#qreal-typedef">qreal</a></span> <i>x</i>, <span class="type"><a href="../qtcore/qtglobal.html#qreal-typedef">qreal</a></span> <i>y</i>, <span class="type"><a href="../qtcore/qtglobal.html#qreal-typedef">qreal</a></span> <i>w</i>, <span class="type"><a href="../qtcore/qtglobal.html#qreal-typedef">qreal</a></span> <i>h</i>)</h3>
<p>这是一个重载函数。</p>
<p>Sets the rectangle of this image node to show its texture from (<i>x</i>, <i>y</i>) and have width <i>w</i> and height <i>h</i> relatively to the <a href="qsgtexture.html#textureSize">QSGTexture::textureSize</a>.</p>
<!-- @@@setSourceRect -->
<!-- $$$setTexture[overload1]$$$setTextureQSGTexture* -->
<h3 class="fn" id="setTexture"><a name="setTexture"></a><code>[pure virtual] </code><span class="type">void</span> QSGImageNode::<span class="name">setTexture</span>(<span class="type"><a href="qsgtexture.html">QSGTexture</a></span> *<i>texture</i>)</h3>
<p>Sets the texture of this image node to <i>texture</i>.</p>
<p>Use <a href="qsgimagenode.html#setOwnsTexture">setOwnsTexture</a>() to set whether the node should take ownership of the texture. By default, the node does not take ownership.</p>
<p><b>Warning:</b> An image node must have a texture before being added to the scenegraph to be rendered.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#texture">texture</a>()。</p>
<!-- @@@setTexture -->
<!-- $$$setTextureCoordinatesTransform[overload1]$$$setTextureCoordinatesTransformQSGImageNode::TextureCoordinatesTransformMode -->
<h3 class="fn" id="setTextureCoordinatesTransform"><a name="setTextureCoordinatesTransform"></a><code>[pure virtual] </code><span class="type">void</span> QSGImageNode::<span class="name">setTextureCoordinatesTransform</span>(<span class="type"><a href="qsgimagenode.html#TextureCoordinatesTransformFlag-enum">QSGImageNode::TextureCoordinatesTransformMode</a></span> <i>mode</i>)</h3>
<p>Sets the method used to generate texture coordinates to <i>mode</i>. This can be used to obtain correct orientation of the texture. This is commonly needed when using a third-party OpenGL library to render to texture as OpenGL has an inverted y-axis relative to Qt Quick.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#textureCoordinatesTransform">textureCoordinatesTransform</a>()。</p>
<!-- @@@setTextureCoordinatesTransform -->
<!-- $$$sourceRect[overload1]$$$sourceRect -->
<h3 class="fn" id="sourceRect"><a name="sourceRect"></a><code>[pure virtual] </code><span class="type"><a href="../qtcore/qrectf.html">QRectF</a></span> QSGImageNode::<span class="name">sourceRect</span>() const</h3>
<p>Returns the source rect of this image node.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#setSourceRect">setSourceRect</a>()。</p>
<!-- @@@sourceRect -->
<!-- $$$texture[overload1]$$$texture -->
<h3 class="fn" id="texture"><a name="texture"></a><code>[pure virtual] </code><span class="type"><a href="qsgtexture.html">QSGTexture</a></span> *QSGImageNode::<span class="name">texture</span>() const</h3>
<p>Returns the texture for this image node.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#setTexture">setTexture</a>()。</p>
<!-- @@@texture -->
<!-- $$$textureCoordinatesTransform[overload1]$$$textureCoordinatesTransform -->
<h3 class="fn" id="textureCoordinatesTransform"><a name="textureCoordinatesTransform"></a><code>[pure virtual] </code><span class="type"><a href="qsgimagenode.html#TextureCoordinatesTransformFlag-enum">QSGImageNode::TextureCoordinatesTransformMode</a></span> QSGImageNode::<span class="name">textureCoordinatesTransform</span>() const</h3>
<p>Returns the mode used to generate texture coordinates for this node.</p>
<p><b>请参考 </b><a href="qsgimagenode.html#setTextureCoordinatesTransform">setTextureCoordinatesTransform</a>()。</p>
<!-- @@@textureCoordinatesTransform -->
</div>
        </div>
       </div>
   </div>
   </div>
</div>
<div class="footer">
   <p>
   <acronym title="Copyright">&copy;</acronym> 2019 The Qt Company Ltd.
   Documentation contributions included herein are the copyrights of
   their respective owners.<br/>    The documentation provided herein is licensed under the terms of the    <a href="http://www.gnu.org/licenses/fdl.html">GNU Free Documentation    License version 1.3</a> as published by the Free Software Foundation.<br/>    Qt and respective logos are trademarks of The Qt Company Ltd.     in Finland and/or other countries worldwide. All other trademarks are property
   of their respective owners. </p>
</div>
</body>
</html>
